Ibuki Critique Thread ver.2

warning – more sucky ibuki. sorry if my videos bore you guys to death :C

some self critique…

in general, i tried to stop trying to sweep during block strings. and tried to U2 blocked sweeps.

ROund 1

0:29 – screwed up the combo there. I have horrible execution with mk XX tsumuji…
0:30 – that was NOT on reaction. I have a really bad habit of using ex neckbreaker after i screw up a tsumuji. I think i want to get back into my opponent’s face so badly that i use ex neckbreaker as a way to get in. I NEED TO STOP THIS.
0:34 – tried to do Mk command dash, for the unblockable? (i think that’s the correct setup vs shotos right?). Messed up and ended up doing forward slide
0:40 – more dropped combos.
0:50 – should have used HP Mk TC. Should I use the TC everytime I jump in for a non-cross up? Any reason to use jump HK?
0:59 – got lucky…I used slide at the wrong distance & I used it way too much in this match.
1:02 – I was trying to react to a sweep, but I’ll take a mk. I HAD NO CLUE this worked… Is this something I should look for when I fight vs Ryus?
1:14 – at this point, I remembered you guys telling me that there’s no need to jump in if they’re in the corner. So I stayed back.
1:18 – more messed up links. :frowning:

Round 2:
1:45 – I’m surprised I reacted to that.
1:50 – dropped link…so i just threw and backed off, since he’s in the corner.
1:55 – very late reaction to a focus attack. I WASN"T EVEN IN RANGE zzz…
2:20 – SHOULD HAVE U2’d here. =[

Round 3:
2:45 – i got too comfortable with throwing him. I should have kept going with the block string.
3:14 – too much throwing!

overall things i need to work on.

  • execution
  • better punishes
  • do something after TC10 on hit. what can i do?

I think this was much better. Most of your self-critiques are spot on, so I won’t repeat them ^^

After EX Neckbreaker, 1-2 frame wait MK command dash is the shoto unblockable, yes.

After a max range shoto cr.MK, EX Neckbreaker or Ultra 2 are pretty much guaranteed as long as they throw a fireball since it’s not a true blockstring. Always a good idea to buffer the motion and react to the fireball since it’s free and if you get hit it’s not a lot of damage.

No reason to really use j.HK since it doesn’t have a target combo to go with it. I tend to always do the j.HP xx j.MK target combo for the extra chance of catching them not blocking both hits high.

I respect your decision to back off when he was in the corner. You could have gone for a jump-in or kunai but you would have probably cornered yourself and had he blocked, it would not be very good.

If your opponent won’t tech your throws (or can’t), throw them all day. This guy was crouch teching, but you were still catching him so it’s fine. As long as you’re not punishing whiffed DPs or ultras with a throw, don’t worry about it.

If your execution isn’t good, don’t use TC10 at all is my recommendation. Against shotos, definitely do NOT do any sort of j.LK/sj.Lk/j.MK/sj.MK after. It’s not worth the risk. I like to SJC HK command dash and then either throw, overhead or block depending on what I think they might do. Usually online people will reversal thinking you’ll keep pressuring and you can bait stuff that way.

Last thing I’ll recommend is more focus absorbing fireballs and reacting with slides if you can. Make your way in slowly while you build your U2 safely. If they keep throwing regular fireballs then eventually you’ll be dangerous. Up close, if you focus absorb a fireball and dash forward, you could potentially even punish into a knockdown but be careful for EX fireballs up close.

I will say that you’re doing better.

if i were to buffer qcf motion when shotos do cr.mk, wouldn’t the cr.mk hit me? because i won’t be holding down back anymore?

or is that what im suppose to do when i get hit by the cr.mk?

if I don’t use TC10, what’s another way to punish people that stops their blk string to focus attack? I feel that exneckbreaker would be too slow. should i just block? TC10 seems like decent punish in those cases, but i do tend to mash sweep as a result of trying to anticipate their focus attack…

Buffer the motion after you block the c.mk, during the block stun. It will allow you to reversal EX neckbreaker which will go though the fireball. If Ryu is too close, you will just auto block the incoming fireball (block string) If Ryu was at the tip of his c.mk, Ibuki will EX neckbreaker though his fireball. But be warned, Ryu can simply not throw out a fireball and then punish you. You can also buffer FADC and it will work the same, but Ibuki cannot dash fast enough to hit him before he recovers.

Akuma’s c.mk into fireball is never a block string.

IDK about ken or other shotos, they aren’t as c.mk happy.

If you get hit by the c.mk, let go of the stick because you are going to get hit by a fireball and there’s nothing you can do about it, its a combo.

If someone is focus attacking, TC10 into tsumuji loop is the best option. If you cant super jump for shit, EX tsumuji works as well.

If you find this to hard to do and too much of a hassle, work on your footsies, and simply sweep your opponent once they whiff a c.mk.

I react to and/or anticipate the cr.MK (by walking into range then blocking just as I think they’ll do it) and buffer accordingly. Not something you want to do every time but it does work. You can also do it if they hit you since it won’t matter then and sometimes the cr.MK fireball doesn’t even combo properly.

TC10 is great for punishing focus attacks, but in your video I saw you doing TC10 a couple times and it was hitting them away from you, not breaking focus. If you see them doing a focus, you could backdash to make it whiff and then ultra/Neckbreaker/sweep them. If they don’t let it go, you still got out of the way.

thanks guys, i always forget simple things like bash dashing, or focus through fireballs.

Only saw the Cody/Blanka (first)/Honda matches:

  1. You need to block, a hell of a lot more. Taking a throw is not the end of the world.
  2. Holy hell mash dp’s everywhere. And I thought I mashed dp a lot.
  3. Overall just trying way too hard to go in (even when you have the life lead, for some reason) and not trying hard enough to punish Mike’s own reckless play (e.g. Criminal Upper is punishable on block).

I saw too much of “I wanna get a knockdown, vortex, and win” instead of “Mike is jumping at me all game and is playing on autopilot. Maybe I should punish that.”

: http://www.youtube.com/watch?v=np1A0rHcX5Y

Vs Ryu

R1:
Trying to stay back in the beginning to avoid losing the match early
0:24-0:26 trying to close the gap between Ibuki and ryu/ Jumping in during hadoken
:30 usually block when close bc of Ultras and shoryukens
:33 tried to use TC4 but must have timed it wrong
Trying to use kunai to close the round to avoid any damage

R2:
trying to close the gap and be close to put pressure
1:17 Used ex neckbreaker to escape from the corner
1:22 Bad jump in and started to jump too much

R3:
Poor execution in beginning
1:59 should have followed TC4 with neckbreaker
Did not finish well lol

Still very much a beginner but…
My main goals are to be able to close the gap more effectively and jump less. I think when I see other players jump and I am not confident in my anti-air I start to jump also.

Thanks for any comments

So, I’m a little late, but since nobody answered you, let me do it

I am not meaning to be rude at any point in this message =)

To be honest, I really wanted to stop after less than 1 minute watching (but I watched all of it, don’t worry ^^ ). I believe that at this point you should be first aware that you need to get the basics before trying to get further! You shouldn’t need a video critique to realize that you are not doing any kind of combo, punish, or pressure in here, but you are just trying to figure out what to do.
Getting a grasp on the game can be long if you don’t take it correctly.

My personal advices would be:

  • First EVER: learn some combos. TC4 xx special, but more important: cr.LP cr.LP st.MK xx special.
  • Then: learn to hitconfirm! You should be able to use the combo mentioned above in match in a smart way
  • After that: Punish! Anti air stuff for a start. b.MP is a great tool you can use for this
    And counting…

Keep it up and get out of the beginner zone!

Thanks. I will work on those and post a new video when I feel I have them down.

along with what Damascus said…

i would suggest practicing patience. wich is something im also working on, but now i can see why it was suggested. your opponent was randomly jumping in on you, jumping back, and doing unsafe tatsu’s. b.mp is almost godlike as an anti air.

i think in this specific match you respected/feared ryu’s randomness too much. for a player like this, sit out of c.mk range and wait for them to hang themselves with unsafe moves.

twitch.tv/pandaxgaming/b/382049043 10:54 in.

Two matches. The Ryu player was just trolling so disregard. Thanks for any input.

double

triple. gg.

Most of these matches are from a set with a decent player. I can see some of my errors in re-watching the matches.

Overall, what you’ll see here is my training in spacing and footsies, as well as pressure without kunai vortex. I tried to minimize its use so i can stop autopiloting. in my opinion, this is some of my stronger play. It is good to slow down, be patient, and wait for the right opportunity.

Match 1 VS. Ken

[details=Spoiler]Rd1 - must practice my focus distance. dropped a combo opportunity at the end of the round…gave it away.

Rd 3 - i also must recognize and be able to properly react to kara throws. and for some reason i was throwing out c.mp all day. dunno wtf that was about. got thrown all day in this set. also got caught not respecting the dp. gave that round away.[/details]

Match 2 VS. Ken

[details=Spoiler]rd 1 - dropped combos like hookers drop panties. i did one “random” ex NB because he was feigning fireball. was a good read.

rd 2 - never open up with a NB -_-. I also realize that i backdash quite a bit. sometimes unsafely.
[/details]

Match 3 VS. Sim (got ravaged. i have no idea how to fight a good sim)

[details=Spoiler]rd 1 - bad reads, bad reactions, and stubbornness telling me "one of these times i can catch his limbs with raida.

rd 2 - see rd 1. [/details]

Match 4 VS. Sim

[details=Spoiler]rd 1 - i did better reading his actions and scraped out a win.

rd 2 - i have no idea. -_- wakeup srk fail.

rd 3 - i got lucky with mixups.
[/details]

Match 5 VS. Viper (im intimidated by the viper matchup and i dont know why)

[details=Spoiler]rd 1 - got lucky with mixups here and proper punishes.

rd 2 - i did decent with punishes and damage output, yet i hung myself at the end by getting impatient.

rd 3 - i got beat. [/details]

Match 6 VS. Cody

[details=Spoiler]in this match in general i think i won because his cody might not have been the strongest.
[/details]

Match 7 VS. Rog

[details=Spoiler]rd 1 - in this round i was trying to practice punishing dash punches with lp. i think i only got it once. i was also trying to find other punishes for it. i also did not respect his dash punch randomness. gotta see those coming.

rd 2 - proper guesses and punishes saw me to victory

rd 3 - it seems like i forgot to block in some situations, and at the end trying to force my victory, as im so want to do, with chip dmg dp. [/details]

Match 8 VS. Rog

[details=Spoiler]rd 1 - i have to start using OS options after jumping mk. his armor ability on his dp got him out of trouble a lot.

rd 2 - good punishes. i waited and employed patience to try and let him hing himself with unsafe moves.
[/details]

edit: spelling.

Wow, you’ve improved. Great job! I saw a lot more AAs from you. Patience improved, though I still see empty neckbreakers. You said you want to put pressure with less vortex, but you use unblockbales which is kinda the same thing except unblockables are dirtier. After getting a focus crumple, at least do TC4 xx neckbreaker for better punish. I also wish to see more blocking when you’re about to get mixed up on knockdown instead of backdash/focus backdash. Even if you get hit and even you know that you can get away with backdash or command dash, at least you’re forcing yourself to learn how to block better. Refrain from doing command dashes strings on hit, if your opponent mash dp, you can lose precious momentum and knockdown, plus in an offline environment it’s less effective because everyone reacts better.

For Ken I recommend U1 since Ken is more of offensive type than zoning with fireballs. Use it to punish HK tatsu on hit(needs to be reversal), and every tatsu on block. Use EX NB to punish fireball throws which is easier to react than Ryu’s.
Same with Balrog, I couldn’t find good use for U2, but U1 can punish moves like his Turn Around Punch and is more fitting since he likes to get in your face.

First off, Id like to say that this isnt the best game Ive had. I was nervous, being in the same room as Mike Ross, Alex Valle, and some of the So Cal killers. That being said, I do want to get better, so I need critique at my worst and at my best. So this is the worst one. I wish I got my other game but I forgot because I was SOOO nervous. The Sakura that knocked me out went toe-to-toe with Valle!! Im going to be training a lot and hopefully I can make some vids on the way.

Without further ado, this is my vid. All critisms and critiques, no matter how harsh, will be considered, entertained, and weighed.
youtube.com/watch?v=QZueiIetLmY&feature=youtu.be

BTW, I mainly play PC, so if you are willing to get some sets with me and show/play me in person, go ahead and pm or comment!
Cheers!

A very common theme I’m seeing with these critique videos is a lack of fundamental play. In other words, there’s way too much emphasis on:

  1. get knockdown
  2. vortex
  3. ?
  4. profit!

While yes, this is the general gameplan of Ibuki, it should not be a priority over fundamental play, such as

  1. footsies
  2. antiairing
  3. spacing
  4. blocking
  5. just plain making reads in general

As a part of your Ibuki training regimen, I would recommend everyone to sub at least one character who is based on fundamentals. The goal here is to force you into the true Street Fighter mindset, and less knockdown/vortex/setup based mindset which is not very consistent.

Such fundamental characters include: Dhalsim, Gief, Ryu, Guile, Sagat, Claw, Honda, Chun, etc.

Dhalsim/Guile/Sagat/Honda are very good choices because their general mindset is completely opposite to Ibuki; instead of focusing on getting in, you instead focus on keeping your opponent out, or play footsies, or both.

I suggest playing as one of these characters very often so you don’t fall down the rabbit hole of “I’m losing because I didn’t make my vortex setup count!” or other autopilot tendencies.

Definitely. I really need to step back and relax instead of sliding and doing unsafe kunais.

Unsafe kunais (after an untechable knockdown) should always be used. Up until your opponent DPs you from the air.

Unsafe kunais are block strings, which are useful against grapplers and can or cannot cross up depending on how you time your jump, and height from when the kunai was thrown. IF I get DP’d from the air I will start using safejump kunais… Then start using unsafe kunais again because I taught my opponent that his DP will now whiff and trying to DP me from the air is a bad idea. I doubt they can tell when its going to be safe or not, there are WAY to many variables. However, if they start noticing that they cant DP you after a blocked kunai they will try to hit you out of the air instead. Smarter players will always prefer to run away or simply block it compared to taking a huge risk.

Jump-in kunai is not a terrible idea. But it is character specific. A lot of characters that have anti air SPECIALS that will go right through the kunai and then hit Ibuki. Don’t use it on them. Use it on the characters that rely on anti-air NORMALS. Characters like Ibuki, Sakura, or Cody. You can change your jump arc and hit them with a kunai while they completely whiff their anti air. Just make sure to aim at their feet. Just try not to make it so obvious for what you are trying to go for, they can still neutral jump if they see it coming.